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Bigman1182의 댓글

Greyvax의 댓글

Had a rough time with this guy on Mythic. Little room for error as the abilities hit extremely hard. We were finally able to kill him with 2 healers when the moonkin swapped specs.

Pro tip for warriors out there. Use heroic leap instead of charge. Charge fills up the venom meter.

MapleWarrior의 댓글

You will get a bang out of this guy.

Beace의 댓글

People seem to have very different experiences with this boss on mythic. I was in a group that had pretty much breezed through previous bosses in the instance, and one other mythic before that. Suddenly this boss became a complete wipefest. Smallest mistake with your position and it's pretty much over.

Talking with guild members, some had the same experience as me, while others said they found the boss easy. Possibly varies a lot on what classes you have in group, some seem to deal with the movement restrictions better than others.

cowchops의 댓글

As an Enhancement shaman doing this on Mythic, I switched from Nature's Guardian to Feral Lunge. Switched from Spirit Wolf to Earth Shield because you will not be using your wolf a lot with Feral Lunge, I don't think, and I have a theory it would hurt the movement bar. Made the fight last a lot longer and my bar didn't go down too far.

Always remember on this boss that there's a bar at the middle bottom of your screen that goes up when you move. Don't move and it won't go up. When it's full, you get stunned and eventually damaged a ton. Feral Lunge erases that movement when you get pushed back, so it helps immensely.

Doing this on Elemental even on heroic appeared to be harder. Positioning is everything, so a good spot on this boss as range is key. Same for placement in any fight with tanks and healers. The healer we had had a lot of problems with that I can tell. Not really sure, I don't play a lot of range. But I suspect staying close to the boss is important, and leaving leverage to get closer to him for when you get shot back.

welshh의 댓글

First three bosses were a breeze with 2 Rogues, DH Tank, Warrior and Holy Paladin. This guy caused us to wipe a couple of times just due to being melee heavy and this not a very melee friendly boss.

Worth noting that if you get knocked back from abilities counts as moving, so you could be knocked back by Massive Blast and then get stunned into a Cross Ignition.

Qoko의 댓글

Possibly the hardest boss in BfA dungeons due to the constant strain on the healer and the limited movement. Due to Heartstopper Venom you can't really move consistently, and the knockbacks, cannons and Crossfires force you to. Depending on the setup, the Explosive Burst can screw up positioning even more.

Baseline positioning: you want to have your healer in the topleft, flanked by ranged. This will negate cannons and the knockbacks completely, so they only have to move on Crossfires. With 2+ melee you want your tank with their back against the topleft cannon: pull the boss in the middle of the path in front of the cannon, then turn into the cannon. This will allow the melee to stand with their back against the fence at different positions.

Setup specifics (# melee):0) Luxury problem. Let one (mobile) ranged play semi-melee and follow the one melee tactic.1) Optimal. The tank and melee are basically free to stand anywhere as Burst is on the three cornered players.2) One player close to the boss will get targeted by Burst, so the cannon positioning is key. If executed right this is hard but not terrible.3) Welcome to Tactics 101, next stop, Hell. If possible, let one mobile melee stand in line with the healer to avoid Burst overlapping. Precise tactical execution and survival is key if you're not overgearing the fight: deaths easily snowball into disaster. Let the healer take one Deadeye if targeted early, this avoid the debuff on the tank or melee.

SpaceBride의 댓글

getting knocked back from this boss is almost always a death sentence in mythic if you don't have two healers. and constant bangs from big cannons can make this boss a real pain. any little mistake is punished instantly :(

charge for warriors counts as movement so use heroic leap instead. and the knock backs

SpaceBride의 댓글

getting knocked back from this boss is almost always a death sentence in mythic if you don't have two healers. and constant bangs from big cannons can make this boss a real pain. any little mistake is punished instantly :(

charge for warriors counts as movement so use heroic leap instead. and the knock backs

lizzurd의 댓글

One of the worst encounters of BFA so far. Not really sure why this fight is so ridiculously overtuned on Mythic but doing this in M+ is going to be a royal sh*tshow.

EDIT: since commenting, this fight has been adjusted to be less ridiculous.

Rudy199의 댓글

Even jumping stationary with DH's infernal strike it stil fills the meter up a lot. Edit : you have to be right in the middle of the targeting circle to not take any damage as VDH.

Hiksday의 댓글

Standing inside the boss' model (hitbox) when he casts Cross Ignition is okay. All party members can just walk inside him it will cause the entire group to dodge the attack.

If you're doing the stairs tactic (where you can't get knocked back and hit by cannon), its a *very* short distance to walk and it becomes a trivial encounter.

Rudy199의 댓글

Is it just my group or the healer is usually dead in first 20 sec of this fight? what the hell

Damage Dealers
– Try to not be struck by multiple applications of [Azerite Rounds: Incendiary], as the burning effect will stack.[Deadeye] inflicts high damage to the first player in a line, causing them to take additional damage from subsequent [Deadeye] shots.Watch the prison cannons as [Massive Blast] is being fired to avoid being destroyed.

Healers
– Players struck with [Azerite Rounds: Incendiary] will suffer increasing Fire damage the more they are hit.[Deadeye] inflicts high damage to the first player in a line, causing them to take additional damage from subsequent [Deadeye] shots.Watch the prison cannons as [Massive Blast] is being fired to avoid being destroyed.

Tanks
– Try to not be struck by multiple applications of [Azerite Rounds: Incendiary], as the burning effect will stack.[Deadeye] inflicts high damage to the first player in a line, causing them to take additional damage from subsequent [Deadeye] shots.Watch the prison cannons as [Massive Blast] is being fired to avoid being destroyed.

심정지 맹독
– Fires a Heartstopper round at each player. Venom courses through the veins each time the target moves. If it reaches their heart, the target is stunned for 8 sec.

백발백중
– Aims at a player, firing a precise round after 4 sec and striking the first player in the line. This shot inflicts 22 Physical damage and increases damage taken from Deadeye by 500% for 1.3 min.